/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef ACTIVITY_H #define ACTIVITY_H #ifdef _WIN32 #pragma once #endif #define ACTIVITY_NOT_AVAILABLE -1 typedef enum { //TODO: i think it need added (from hlbeta2) //ACT_INVALID = -1, ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity ACT_IDLE, ACT_GUARD, ACT_WALK, ACT_RUN, ACT_FLY, ACT_SWIM, ACT_HOP, ACT_LEAP, ACT_FALL, ACT_LAND, ACT_STRAFE_LEFT, ACT_STRAFE_RIGHT, ACT_ROLL_LEFT, ACT_ROLL_RIGHT, ACT_TURN_LEFT, ACT_TURN_RIGHT, ACT_CROUCH, ACT_CROUCHIDLE, ACT_STAND, ACT_USE, ACT_SIGNAL1, ACT_SIGNAL2, ACT_SIGNAL3, ACT_TWITCH, ACT_COWER, ACT_SMALL_FLINCH, ACT_BIG_FLINCH, ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK2, ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2, ACT_RELOAD, ACT_ARM, ACT_DISARM, ACT_EAT, ACT_DIESIMPLE, ACT_DIEBACKWARD, ACT_DIEFORWARD, ACT_DIEVIOLENT, ACT_BARNACLE_HIT, ACT_BARNACLE_PULL, ACT_BARNACLE_CHOMP, ACT_BARNACLE_CHEW, ACT_SLEEP, ACT_INSPECT_FLOOR, ACT_INSPECT_WALL, ACT_IDLE_ANGRY, ACT_WALK_HURT, ACT_RUN_HURT, ACT_HOVER, ACT_GLIDE, ACT_FLY_LEFT, ACT_FLY_RIGHT, ACT_DETECT_SCENT, ACT_SNIFF, ACT_BITE, ACT_THREAT_DISPLAY, ACT_FEAR_DISPLAY, ACT_EXCITED, ACT_SPECIAL_ATTACK1, ACT_SPECIAL_ATTACK2, ACT_COMBAT_IDLE, ACT_WALK_SCARED, ACT_RUN_SCARED, ACT_VICTORY_DANCE, ACT_DIE_HEADSHOT, ACT_DIE_CHESTSHOT, ACT_DIE_GUTSHOT, ACT_DIE_BACKSHOT, ACT_FLINCH_HEAD, ACT_FLINCH_CHEST, ACT_FLINCH_STOMACH, ACT_FLINCH_LEFTARM, ACT_FLINCH_RIGHTARM, ACT_FLINCH_LEFTLEG, ACT_FLINCH_RIGHTLEG, ACT_FLINCH, ACT_LARGE_FLINCH, ACT_HOLDBOMB, ACT_IDLE_FIDGET, ACT_IDLE_SCARED, ACT_IDLE_SCARED_FIDGET, ACT_FOLLOW_IDLE, ACT_FOLLOW_IDLE_FIDGET, ACT_FOLLOW_IDLE_SCARED, ACT_FOLLOW_IDLE_SCARED_FIDGET, ACT_CROUCH_IDLE, ACT_CROUCH_IDLE_FIDGET, ACT_CROUCH_IDLE_SCARED, ACT_CROUCH_IDLE_SCARED_FIDGET, ACT_CROUCH_WALK, ACT_CROUCH_WALK_SCARED, ACT_CROUCH_DIE, ACT_WALK_BACK, ACT_IDLE_SNEAKY, ACT_IDLE_SNEAKY_FIDGET, ACT_WALK_SNEAKY, ACT_WAVE, ACT_YES, ACT_NO, } Activity; typedef struct { int type; char *name; } activity_map_t; extern activity_map_t activity_map[]; #endif // ACTIVITY_H